yamada37 Posted April 10, 2019 Posted April 10, 2019 3 minutes ago, Alexei81 said: these are my personal screenshots from Assassins Creed Odyssey , not mod   Can you import it in doa? This is a good Bass.
Alexei81 Posted April 10, 2019 Posted April 10, 2019 18 minutes ago, yamada37 said: Can you import it in doa? This is a good Bass. so far the best minds can not deal with the bodies of girls in DoA 6 .. and you want to port things from other games ? The armor is male ... on girls in DoA 6  they will look awful!  Â
パトラュ Posted April 10, 2019 Posted April 10, 2019 45 minutes ago, Alexei81 said: so far the best minds can not deal with the bodies of girls in DoA 6 .. and you want to port things from other games ? They are probably not the best. ( I mean not girls ). Yep, I could compare them with donkeys, but I don’t want to offend donkeys. (gt) 45 minutes ago, Alexei81 said:  The armor is male ... on girls in DoA 6  they will look awful!   I agree. But if they wave daggers, then in armor is safer.
Monkeygigabuster Posted April 10, 2019 Posted April 10, 2019 @vagonumero13 and @SaafRats Is there a way to merge all of the mesh of an extracted g1m into one single mesh without messing the vertex weight To be more precise,I'm extracting DGO_COS_007 using g1m_export and I receive 3 different mesh. Now I want to merge all 3 into one single mesh so I can transfer weight to my custom model I'm kinda curious how did you manage to transfer all of the weight to your nude body when the g1m is seperated into several mesh after extracting 1
Aarachu Posted April 10, 2019 Posted April 10, 2019 19 hours ago, Fox83 said: what is this plugin? photoshop? Yes, I'm currently using Photoshop CC
Aarachu Posted April 10, 2019 Posted April 10, 2019 16 hours ago, VenturousGamer said: Make one without hairiness and their dicks are erect or at least physical if you know what I'm saying.  Thanks for not discriminating. It's only fair others who like ladies and gentlemen too get their share.  Let's keep these beautiful mods going! Unfortunately mesh modding isn't something I'm great at... but I'm willing to have a go!  Thanks for the support. 1
Aarachu Posted April 10, 2019 Posted April 10, 2019 I'm having a lot of people ask for links to my recent texture edits.  I have created hairy versions of some of the guys:  Spoiler  I have also removed Diego's vest from all of his costumes:  Spoiler  My jockstrap mod is still a working progress:  Spoiler  Here are the files: Aarachu Mods.zip  Simply add the 'Hairy' textures to the MaterialEditor folder in Redelbe and the 'Shirtless Diego' files into the CharacterEditor folder of Redelbe.  Thanks to everyone who has welcomed the male mods, encouraging me to continue with it!  5
Aarachu Posted April 10, 2019 Posted April 10, 2019 Hey guys, I was wondering if anyone could help. I've been trying this model swap for a few days now, and my progress seems somewhat minimal. I am still trying to copy Rig's costume 7 to Hayate's costume 4 (which is stored as HYTCOS001).  Originally I got the mesh, but there was no texture present. I now have the mesh and have managed to paste Hayate's skin in the correct place. However, there seems to be a layer over the top of it. I have checked all the files to make sure that there are no other textures in there, however it seems to be coming from a combination of Rig's trunks texture and Hayate's original costume textures. Also, the actual trunk texture is now no longer showing up on the trunks  Someone please help!! If you can... please   EDIT:  I managed to get the trunk texture, but I can't get rid of the transparent black overlay! Any ideas?  1
Wonder-Gracyanne Posted April 11, 2019 Posted April 11, 2019 Hi, reminding everyone that we need bigger booty for Dead or Alive 6 ^^Â
SaafRats Posted April 11, 2019 Posted April 11, 2019 8 hours ago, Monkeygigabuster said: @vagonumero13 and @SaafRats Is there a way to merge all of the mesh of an extracted g1m into one single mesh without messing the vertex weight To be more precise,I'm extracting DGO_COS_007 using g1m_export and I receive 3 different mesh. Now I want to merge all 3 into one single mesh so I can transfer weight to my custom model I'm kinda curious how did you manage to transfer all of the weight to your nude body when the g1m is seperated into several mesh after extracting  The thing is that I had to completelly rebuild the weightpaint, basing my model in only one "set" of those vertexgroups.... There's exactly were the annoying part of modding this game starts. 1 hour ago, Aarachu said: Hey guys, I was wondering if anyone could help. I've been trying this model swap for a few days now, and my progress seems somewhat minimal. I am still trying to copy Rig's costume 7 to Hayate's costume 4 (which is stored as HYTCOS001). Originally I got the mesh, but there was no texture present. I now have the mesh and have managed to paste Hayate's skin in the correct place. However, there seems to be a layer over the top of it. I have checked all the files to make sure that there are no other textures in there, however it seems to be coming from a combination of Rig's trunks texture and Hayate's original costume textures. Also, the actual trunk texture is now no longer showing up on the trunks Someone please help!! If you can... please EDIT: I managed to get the trunk texture, but I can't get rid of the transparent black overlay! Any ideas?  Just try to replace it over another slot (HYTCOS002 ... 009), and all the textures associated (also renamed ofc).  1
Aarachu Posted April 11, 2019 Posted April 11, 2019 10 minutes ago, SaafRats said: The thing is that I had to completelly rebuild the weightpaint, basing my model in only one "set" of those vertexgroups.... There's exactly were the annoying part of modding this game starts. Just try to replace it over another slot (HYTCOS002 ... 009), and all the textures associated (also renamed ofc).  Thanks for your help!  I've tried that, but nothing seems to work. Doing that simply turns the texture black  Thanks anyway!
Vitamin A Posted April 11, 2019 Posted April 11, 2019 13 minutes ago, Aarachu said: Thanks for your help!  I've tried that, but nothing seems to work. Doing that simply turns the texture black  Thanks anyway! can you upload whatever you got for him so far?
Monkeygigabuster Posted April 11, 2019 Posted April 11, 2019 35 minutes ago, SaafRats said: The thing is that I had to completelly rebuild the weightpaint, basing my model in only one "set" of those vertexgroups.... There's exactly were the annoying part of modding this game starts.   So how did you repaint the weight to be more precise? I'm trying with Diego costume 7 and his cotume consist of 3 ib+Vb meshes (glove,boot and body) mesh 1 has vertex group from 1 to 132,mesh 2 has 1 to 132 and mesh 3 has 1 to 204 So Can I just rename the vertex group of 3 meshes in order not to conflict to each other Or is it possible to convert FBX to ib+Vb(Since the extracted FBX has all mesh in a single skeleton root)
ausgeek Posted April 11, 2019 Posted April 11, 2019 3 hours ago, SaafRats said: The thing is that I had to completelly rebuild the weightpaint, basing my model in only one "set" of those vertexgroups.... There's exactly were the annoying part of modding this game starts. In DOAXVV I solved this by matching up vertex groups from the bone matrices obtained from 3DMigoto's frame analysis (i.e. at any moment in time the arm bone on the skin should have the same location as the arm bone on the shirt even if the indices/IDs are different), which is what the "Merge 3DMigoto Poses" operator is for in the Blender addon, and this covered in the tutorial video. The addon can't yet import poses from DOA6 because I've been focussing more on the soft body simulation, but I see no reason why the same concept shouldn't work here. 1
Monkeygigabuster Posted April 11, 2019 Posted April 11, 2019 2 hours ago, ausgeek said: which is what the "Merge 3DMigoto Poses" operator is for in the Blender addon, and this covered in the tutorial video. @ausgeek if the addon isn't available yet,is there another way for me to merge different meshes into one
Chupу Posted April 11, 2019 Posted April 11, 2019 6 hours ago, Wonder-Gracyanne said: Hi, reminding everyone that we need bigger booty for Dead or Alive 6 ^^ yep, bigger and bigger!
Popular Post ausgeek Posted April 11, 2019 Popular Post Posted April 11, 2019 Accurate soft body mesh editing is now possible:   The Blender addon you need for this is here (open the link, then right click -> save page as): https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/decode_doa6_soft.py  You will also need the latest version of my 3DMigoto Blender addon - there are several important bug fixes (unfortunately meshes you are already working may have bad SAMPLE semantics and need to be re-imported from a fresh frame analysis dump or g1m export): https://raw.githubusercontent.com/DarkStarSword/3d-fixes/master/blender_3dmigoto.py  Enable both in your Blender user preferences and save. I'm not going to cover the blender_3dmigoto.py usage - if you need a refresher the original costume modding tutorial video is here: https://youtu.be/zWE0xP4MgR8  You need to import the soft body nodes from the g1m file extracted from the game files (CharacterEditor.rdb) with @vagonumero13's tools (see page 18) by going to File -> Import -> DOA6 Soft Body and selecting the appropriate g1m file for the costume you are editing. If you've imported the mesh from these files (File -> Import -> 3DMigoto raw buffers) you presumably already know the one you need, otherwise if you are working from a frame analysis dump you might want to switch over to that workflow (at least to work out which file is which costume).  Once you have the nodes imported you will see lots of tiny cubes around the soft body regions of the mesh, as in the above screenshot, corresponding to all the soft body nodes. There are several distinct groups for each region (depending on the costume you might see regions for the left+right breast + butt + thigh) and I suggest hiding any for regions you are not currently working on (ctrl+click the eye icon for the parent in the outliner), but unlike the vertex groups they are common between skin & clothes so no need to worry about that.  It is fairly important that you try to keep any edits within the region of the soft body cubes (their centers) - each vertex needs to be surrounded by 8 cubes to be positioned accurately, so if you extrude part of the mesh too far it will only have 4 nearby nodes and won't be able to position itself accurately (note in the above screenshot the reported errors for vertices with only 2 or 4 nodes could be up to 0.65, while vertices surrounded by 8 nodes had a maximum error of zero). EDIT: With the latest version of the addon this is not as important anymore and the script can position vertices outside of the grid relatively accurately, provided that it can still locate 8 nearby nodes forming a cube.  Once you have made all your mesh edits, select both the mesh you edited and one of the cubes from the matching soft body region. Press spacebar and start typing 'Update DOA6 soft body vertex positions' and run the operator. It will take a little while (15 seconds on my system) as it has a shit tonne of maths to do, but once it's finished you should be able to export the mesh with accurate vertex positions. Remember to re-run the operator if you make any further edits.  31
ashkentou Posted April 11, 2019 Posted April 11, 2019 Is it possible to have animation mods? i only wish god make us mod gameplay. i like graphics of DOA but gameplay of tekken better than DOA very much.
choco hawk Posted April 11, 2019 Posted April 11, 2019 On 4/7/2019 at 9:57 PM, SaafRats said: it's cUming... Â Previous (failed) test https://imgur.com/a/aSkRgW4 where link? how install? 1
Baal bal Posted April 11, 2019 Posted April 11, 2019 Just now, choco hawk said: where are all the links? Â Not ready yet. Please be patientÂ
choco hawk Posted April 11, 2019 Posted April 11, 2019 2 minutes ago, Baal bal said: Not ready yet. Please be patient when will they be ready?
chabutumusi Posted April 11, 2019 Posted April 11, 2019 On 4/7/2019 at 9:57 PM, SaafRats said: it's cUming...  Previous (failed) test https://imgur.com/a/aSkRgW4 Hey, make skin of dead or alive 6. for gta san
Fiuzo Posted April 11, 2019 Posted April 11, 2019 FIRST: THANKS TO ALL MOODER FOR MAKE YOUR WORK AND SHARE IT FOR FREE Â SECOND: Too many request.. too many impatient ppl.... make a mod need time, edit mesh need time, for WORK need time... Â Please STOP annoyng request, study and make mesh and mod yourself OR... be patient and wait for wonderful work make by a talent modder! Can make this? man make other? How can install? How can fap? How can life?? Guys just read other page there are ALL you needed... and stop quote all post with images.... Â Sorry but there are too many request and very few "thanks"... 10
ausgeek Posted April 11, 2019 Posted April 11, 2019 Can we have all the random thank you posts toned down a little please? We certainly appreciate the feedback, but the sheer quantity of them is making the thread harder to navigate and I would prefer if posts were reserved for constructive discussion, updates or questions. If you just want to say thanks you can simply click the thumbs up button in the lower right of any post instead. 14
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